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Showing content with the highest reputation on 12/21/2024 in Posts

  1. 1 point
    The basic idea for this mod request is pretty simple. Upon becoming a Jedi on Dantooine; reset the PC to a level 1 as Jedi class, removing all feats/skills/attributes gained from their original class and levelling, then restore their experience points and allow them to level up completely as a Jedi. Essentially this would remove the need to restrict your level to 2 to max your Jedi levels, and the need to radically change your playstyle to do so. Instead you could level up normally as a Soldier/Scout/Scoundrel, while still becoming the best possible Jedi. One issue I can see with this is the Force Sensitive feat. Removing the Force Sensitive feat might be better for balance, but I am unsure if it is used in scripts etc. so being a little OP isn't too big of a deal. I think this would actually be a fairly simple mod, I assume all of this could be done with a script, probably just replacing the same one that allows you to become a Jedi normally? But I just can't wrap my head around scripting. So I thought I would place a mod request. P.S. I am aware of this mod. However I would like to follow the normal path and actually become a Jedi on Dantooine
  2. 1 point
    That was the plan eventually, although it wouldn't be of any use here since it is designed for taking screenshots/videos of weapons. This particular case would require a custom solution, but would follow the same basic idea.
  3. 1 point
    Not necessarily. Off the top of my head, the only other obvious examples I can recall are for Matrik laying mines and Calo throwing a grenade. I don't think there are any problems with either of those. For the former, that presumably explains why the trapkit models protrude beneath the floor. But as far as weapons go, yeah if you are creating a custom scene then it's probably not great. A better, or at least more flexible, alternative to the current approach would be something like the stunt weapon holding rig I made for taking screenshots of my melee weapons mod. Basically an invisible character that's just a couple of hand hooks. Going that route would allow you to equip any weapon you wanted dynamically, without needing custom models for each one. It would probably require different positioning depending on the weapon though, for which you can use different animations.
  4. 1 point
    Since TOR released a set of the Star Forge robes not too long back, I figured it might be a useful basis for a hybrid version with the vanilla cape and loincloth (the TOR version is only painted on) married to SS's flowing robes animations. At this point I've done the initial import, scale, and pose, and am now ready for the transfer to the KOTOR rig. Thanks to the Blender I/O script, I was also able to bake out the tinted textures, which is much easier than trying to approximate it manually as I have had to do in the past. Here's where it's at currently: I still need to fiddle with a few bits and pieces, and there will no doubt be plenty of tweaking to do once the rig transfer is done and I can test out animations. I also have some folded down hoods taken from other sets that I will try to marry to this torso for a hoodless/maskless version. But that will require a fair bit of massaging to get them to fit, so I'm saving that for later. Still not sure about the cape. I think having it white as well would be a bit too overpowering, but I'm not entirely sold on the brown. And I haven't done anything for the DS black version as yet. Since there's no TOR version of that colour scheme for this set, I'll have to cobble something together myself.